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Why You Must Have Anti-Air in Tower Rush

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In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.

Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.

Stopping the Air Tanks

Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.

You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.

  • Timing is critical.
  • Beware of the Lava Pups.
  • A ground-only tank killer (like a Mini P.E.K. If you loved this article and you would like to acquire much more facts relating to tower rush kindly stop by the site. K.A) is 100% useless against an air deck.

Building the Perfect Air Defense

For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.

A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.

Enemy Unit How to Stop it
Inferno Dragon (High escalating damage) Electro Wizard or Zap spell; the constant stun resets the damage beam completely
Minion Horde (Massive flying swarm) Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly

Total Coverage

When you build a deck, test it specifically against a heavy air composition in friendly battles.

Control the ground, but never forget to watch the skies.

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